well, lets say ure using a model

mymodel=theparser(mymodel,{material:myMaterial{);

well myMaterial could be

myMaterial=new BitmapMaterial(Cast.bitmap
(the_class_where_u_have_or_embebbed_the_picture_ure_using_for_material));

well myMaterial have in their attributes the precision propertie, that
is used to fix this UV problems.

u can make

myMaterial.precision=1;

and then u call the model with that texture.

try it to see if it fix it.

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